
Däina |

Ouch. It's a good thing I got my bull's strength and haste off and that they're still active. Well nauseated for that long means I'm pretty much out of this fight. Daina will try to escape the stinking cloud and stay away from enemies until she recovers.
Daina loses her lunch at the sudden onset of vile magic, seeking out the closest clean air.

Grit |

Grit moves to around to the eastern doorway without provoking and swings at the undead.
Shillelagh: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 252d6 + 6 + 2 ⇒ (3, 6) + 6 + 2 = 17
Miss Chance: 1d5 ⇒ 3 Miss on a 1
Fort Save for cloud: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29

Woki |

Round 4
hp 47/47
AC: 22/22/17
Effects: Magic circle against evil (+2 AC, bonus to saves canceled by equal bonus from bracers), Haste (+1 atk, +1 dodge AC and Reflex, +30ft, extra attack), Prayer (+1 luck bonus to attack rolls, weapon damage rolls, saves, and skill checks)
Move Action: Move around the far side Raun to stop by the statue just south of the eastern hallway that the necromancer showed herself.
Standard Action: Cast prayer. +1 luck bonus to attack, weapon damage rolls, saves, and skill checks to allies within 40ft burst of Woki and -1 to same rolls for any enemies in the burst. Duration: 6 rounds.
Concentration if required inside the stinking cloud: 1d20 + 10 ⇒ (12) + 10 = 22
Fortitude: 1d20 + 8 ⇒ (4) + 8 = 12
Woki quickly scurries around the side of Raun and is able to chant again to the spirits for aid before the noxious fumes of the necromancer's spell make all the half-digested meat in the halfling's stomach spew forth violently to land on the ground near Däina's feet.

Nnn'tkklik'l |

Nnn'tkklik'l moves to (two squares east of necromancer, behind Grit's new position) and tries to pull the vile enemy into the collective to drain him. DC 18

Raun |

Daina failed her save on a 15, so I don't think Woki gets Prayer off. At least I have always rolled saves for that sort of thing at the start of the turn.
Fortitude: 1d20 + 8 ⇒ (10) + 8 = 18
Raun bellows as another foe enters the foe, but rather than attacking directly hangs back like a coward. She leans forward, squinting at the shade through the obscuring cloud as she lets forth a mighty swing, dissipating the creature, and shattering the ground beneath it as well.
With the foes within view vanquished she turns with supernatural speed, and barrels past her allies, charging through the narrow corridor, ignoring bruises and scrapes to loom over the necromancer with a menacing snarl.
Haven't included prayer in these rolls so add one to hit and damage if Woki was able to cast it (assuming an 18 makes the save that is)
Miss Chance 1: 1d5 ⇒ 4 Hits
Earthbreaker: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 2d8 + 20 ⇒ (4, 4) + 20 = 28
oooooh
Confirm: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 28 + 2d8 + 20 ⇒ 28 + (4, 1) + 20 = 53
I'll go ahead and assume that kills it :p She'll move adjacent to the spellcaster and menace him :)

Grit |

Woki made his initial save. So he can act normally in the cloud until the end of his turn. So He cast Prayer and moves some. Then he failed the save. To make someone save at the beginning of their turn is a little harsh as that means the have to make two saves in a row or they get nauseated.

Gorkhan Trask |

How high are the ceilings in the hall and how high is the door where the nectomancer is. Can I just go around or will I need to overrun him?

Gorkhan Trask |

Gorkhan squeezes through Raun's legs to try and push past the necromancer.
If armed, the necromancer gains an attack of opportunity
Overrun: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
Yeah, crummy roll, but wizards tend to have crappy CMDs so perhaps they would prefer to avoid the overrun with no consequence rather than risk going prone.
Fortitude save vs SC: 1d20 + 7 ⇒ (18) + 7 = 25 If the wizard blocks and forces G to go back to a valid space

DM Under a Dark Sun |

Gasping, Daina stumbles north into the relatively fresh air of the corridor.
Grit moves around the room to batter at the wraith with his enchanted club. Woki follows and manages to chant a spell before succumbing to the noxious fumes.
Rushing into the eastern hallway, Nnn'tkklik'l emerges from the stinking cloud before reaching out mentally, drawing the necromancer into the collective. Success!
Behind the bug, Raun destroys the wraith with two blows from her hammer then tries to squeeze into the eastern hall. Without sufficient space between the mul and the thr-kreen she is stuck in the fog-filled room. I'm taking your actions in the order of posting. Even squeezing Raun needs two spaces horizontally and there is not enough room between Grit and Nnn'tkklik'l's stated positions.
Dodging above and below his companions,Gorkhan tumbles down the east hall, attempting to push past the necromancer. The robed woman kicks out, blocking his advance, while slashing at him with a clawed gauntlet. Overrun fails even without the penalty for squeezing. Necromancer makes AoO, which hits due to natural 20 but does not confirm, causes 1 point of damage to temp HP.
Arms moving in a complex and guarded fashion, the necromancer draws energy for a spell. Behind her, the vines growing up the walls of the room shrivel and blacken, collapsing into black ash. She releases the spell and Gorkhan screams in pain as his bones splinter and crack. Necromancer succeeds at casting defensively and defiles to maximize damage. Gorkhan fails his save, takes 42 damage (eliminates temp hp and does 23 to hit points) and is exhausted for the next seven minutes.
You're up! Everyone still in the cloud needs to make a Fortitude save if they don't move out during their turn.
~~~~~~~~oo~~~~~~~~
Illumination:Grit and Raun's crystals cast light in a 30-foot radius, double that for anyone with low-light vision. The cloud obscures your sight (even darkvision); You have a 20% miss chance with attacks on adjacent creature. Creatures farther away have total concealment (50% miss chance, and you can't use sight to locate the target).
Combat Round 5
Initiative Group 1: Grit, Däina, Nnn'tkklik'l, Raun, Woki, Gorkhan
Initiative Group 2: Necromancer
Woki nauseated: 1d4 + 1 ⇒ (1) + 1 = 2
Necromancer Will save vs. collective: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13
Necromancer AoO vs. Gorkhan: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 211d4 - 2 ⇒ (1) - 2 = -1
Necromancer roll to confirm: 1d20 + 2 - 1 ⇒ (4) + 2 - 1 = 5
Necromancer casting defensively: 1d20 + 11 + 4 ⇒ (9) + 11 + 4 = 24
Grit Fort save vs. boneshatter: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Raun |

Hmmm, I thought there was room beyond them. Oh well, time to do something stupid then I guess :p
"GET OUT OF WAY!" Raun bellows at her companions as she tries to push past them to reach the necromancer, squashing Grit into the statue in the process. She almost takes a swing at Gorkhan as he nimbly dodges between her legs, disappearing into the smoky corridor ahead.
Giving up finally she bellows her rage, laying about her with her hammer, sending chips of stone flying about the room before she finally recalls the double doors to the south. Maybe she could get around to her foe somehow through there. At the least it shouldn't be such a squeeze.
It doesn't take much more thought than that before Raun charges at where she remembers the doors to be, smashing into them at full force, and continuing on as far as her magic enhanced speed will carry her, unless something gets in her way of course.
Don't know if the doors were locked or not, but either way they're getting smashed open by an angry magically enhanced Half-Giant :p
Strength check: 1d20 + 10 ⇒ (14) + 10 = 24
oh, and just in case
Fort save: 1d20 + 9 ⇒ (6) + 9 = 15

Gorkhan Trask |

Oh... I was running under the assumption that Raun was in the way of Gorkhan and there was no place to stop in front of the necromancer to attack. That was why the overrun. Still, with that roll, an attack probably would have missed anyhow...
Gorkhan, standing before the necromancer, lashes out with his blade.
Attack #1 w/ Haste & Prayer: 1d20 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 11
Attack #2 w/ Haste & Prayer: 1d20 + 7 + 1 + 1 ⇒ (3) + 7 + 1 + 1 = 12
Just as much as these miss too.

Woki |

Round 5
hp 47/47
AC: 22/22/17
Effects: Magic circle against evil (+2 AC, bonus to saves canceled by equal bonus from bracers), Haste (+1 atk, +1 dodge AC and Reflex, +30ft, extra attack), Prayer (+1 luck bonus to attack rolls, weapon damage rolls, saves, and skill checks; 5 rounds left)
Move Action x2: Move back into the north hall after Däina.
Woki coughs and spits out the horrible aftertaste of bile as the halfling stumbles out of the choking cloud behind Däina, "Smellier than kirre dung."

Grit |

Nnn'tkklik'l will try to drain the creature of HP, siphoning the health into Grit. (17 hp, DC 20 will halves)
Grit is at full health with all his temp points remaining. I had been negligent and not updated his health since we rested. Sorry about that. I do try to keep the status bar up to date. Grokhan would be the obvious target for this healing.

Grit |

<<Be warned friends. One of the undead still remains somewhere.>>
Unsure where he should go, but unwilling to remain in the nauseating fog Grit shifts into an owl and flies forward through both friends and enemy space (Provking from the caster but as a tiny creature he has no trouble sharing the space with anyone. See below for current AC ,etc. He stops in the space below the number 18 on the map.).
Tiny Animal - Owl - New stats are +4 Dex, -2 Str, and +1 NA and +2 Ac due to size
Strength down 2 to 20
DEX up 4 to 20
Refelx save goes up 2 to to +8
AC= +5 Dex, +1 NA, +2 Size +1 Deflec =19 AC, 18 touch 14 flat footed.
CMB down 3 to 7
CMD down 2 to 22
20 temp hp- Duration unknown
Haste - 4 rounds remaining
Magic circle against evil (+2 AC, bonus to saves)
Longstrider- 5+ hours remaining
Resinous Skin -50+minutes remaining
Shillelagh 6 minutes Remaining
On Tigone
Frostbite - 6 Touches remaining
Greater Magic Fang - 5+ hours remaining
Barkskin - 50+ minutes Remaining

DM Under a Dark Sun |

The necromancer gasps in pain as Nnn'tkklik'l draws a portion of her lifeforce through the collective, healing Gorkhan. Gorkhan heals 17 hp, but remains exhausted.
Despite the boost of energy, Gorkhan's attacks against the woman are feeble and wildly off the mark.
Shifting into the form of a small bird, Grit flies down the hallway, past the woman, who slashes at him with her clawed gauntlet but fails to connect.
Retching, Woki staggers north, emerging in the hallway with Daina. Raging, Raun heads the other direction, charging headlong through the heavy double doors to the south.
She crashes through a second set of doors before emerging from the stinking fog into a cavernous chamber. In the shifting light from her magic stone, she sees stone pillars rising high into the shadows. To the west, one wall has collapsed, revealing a rubble-filled tunnel. To the east, a giant, many-legged creature looms on a stone dais.
Armored in black carapace, the massive insect seems to shiver, chilling Raun's blood. Then she realizes it was only a gust of stale air rattling the empty shell of the gargantuan beetle, which has been hollowed out and carved into some kind of war chariot.
Back in the necromancer's workroom, the robed woman side-steps to the north, using the corner to shield herself from Gorkhan. With cover from the corner he can't threaten her with an AoO.
Casting quickly, she levels a claw at Grit, who can feel the surrounding earth being desecrated and drained of life. With a snarl, she finishes the spell and the transformed mul feels his thin bones snap, turning each flap of his wings into blinding agony. 42 damage from boneshatter, eliminating temp hp and causing 22 damage to hit points. Grit also is exhausted for the next seven minutes.
You're up!
~~~~~~~~oo~~~~~~~~
Illumination:Grit and Raun's crystals cast light in a 30-foot radius, double that for anyone with low-light vision. The cloud obscures your sight (even darkvision); You have a 20% miss chance with attacks on adjacent creature. Creatures farther away have total concealment (50% miss chance, and you can't use sight to locate the target).
Combat Round 6
Initiative Group 1: Grit, Däina, Nnn'tkklik'l, Raun, Woki, Gorkhan
Initiative Group 2: Necromancer
Necromancer Will save vs. collective: 1d20 + 8 - 1 - 2 ⇒ (1) + 8 - 1 - 2 = 6
Necromancer AoO vs. Grit: 1d20 + 2 - 1 ⇒ (13) + 2 - 1 = 141d4 - 2 ⇒ (4) - 2 = 2
Grit Fort save vs. boneshatter: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12

Nnn'tkklik'l |

Drain again!
healing Grit for real this time, i got grit/gorkhan confused last time. and that isn't even the worst of it, in my other dark sun game i play a dwarf named Gart, which i get confused with Grit all the time!

Raun |

Raun allows her pace to slow as she looks around the vast chamber. She lifts her hammer, lumbering towards the enormous arachnid, but as her mind slowly clears of the battle haze she recognizes it for the fake it is. Despite the ache of her muscles as her fury-driven strength drains from her she turns and stubbornly presses onwards, moving into the stone tunnel.
Single move will get her almost to the edge of the obscured part of the stone tunnel, and will need to wait and see what to do with her standard action once she gets there. She has stopped raging however, and is thus fatigued.

Grit |

Exhausted Sucks! That is a serious spell.
Grit call out in his pain to Raun. <<Raun, Gorkhan and I need you. The necromancy has ensorcelled us. >>
He will use his standard to shift into his Tiger form and 5' step north. He now threatens the entire room.
Status - Exhausted, -6 to Strength and Dec
Animal Form - Dire Tiger
Init +3; Senses low light vision, Scent; Perception +12
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 13 (+0 armor,, +0 Dex, +8 natural, +1 Deflect, -1 Size )
hp 60 (6d8+18) -22 at the moment, but + potential healing from Nnn.
Fort +9, Ref +3, Will +9; +2 vs. Poison and Disease
--------------------
Offense Represents Exhausted, but still need to add in buffs.
--------------------
Speed 40 ft.
Melee 2 Claws +11 (2d4+6) + Grab, +11 Bite (2d6+6) + Grab
Pounce, Rake for 2 Claws +11 (2d4+6)
--------------------
Statistics
--------------------
Str 22, Dex 8, Con 17, Int 13, Wis 17, Cha 12
Base Atk +4; CMB +14; CMD 30
Haste - 3 rounds remaining
Magic circle against evil (+2 AC, bonus to saves) IF near Woki
Longstrider- 5+ hours remaining
Resinous Skin -50+minutes remaining
Shillelagh 6 minutes Remaining
On Tigone
Frostbite - 6 Touches remaining
Greater Magic Fang - 5+ hours remaining
Barkskin - 50+ minutes Remaining
Prayer

Woki |

Round 6
hp 47/47
AC: 20/20/16
Effects: Magic circle against evil (+2 AC, bonus to saves canceled by equal bonus from bracers) (Raun moved too far away), Haste (+1 atk, +1 dodge AC and Reflex, +30ft, extra attack), Prayer (+1 luck bonus to attack rolls, weapon damage rolls, saves, and skill checks; 4 rounds left)
Woki continues to attempt and regain control over the nausea induced by the necromancer's smelly cloud.

DM Under a Dark Sun |

The light from Raun's belt illuminates the tunnel, which appears to be freshly dug and leads to the north where it connects to the western door of the fog-filled room. There's a cavity in one wall where it appears some large, slab-shaped object recently was removed, but little else of note.
Can't update the map from work, but that's the important bits, Raun. At least now you have room to move around and breathe.
And Grit: Yes, boneshatter is some nastiness. Cool flavor, good damage, exhaustion (fatigue even if the the save succeeds) - all my necromancers memorize two!

Gorkhan Trask |

Oops, missed the exhaustion part
Gorkhan steps into the room, exhausted from the pain of his shattered bones, and swings his blade.
Attack #1 w/ haste, prayer, -exhaustion: 1d20 + 7 + 1 + 1 - 3 ⇒ (2) + 7 + 1 + 1 - 3 = 8
Attack #2 w/ haste, prayer, -exhaustion: 1d20 + 7 + 1 + 1 - 3 ⇒ (8) + 7 + 1 + 1 - 3 = 14

Raun |

I had a character with boneshatter once. It was pretty awesome :)
Raun stalks down the tunnel, glaring at the vacant cavity, and then the door leading back to the stinking room. As Grit send out his mental call for help she readies to squeeze through the door and sprint through the cloud.
Rest of Raun's action will just be moving to the door back to the room then (on this side of the tunnel)

DM Under a Dark Sun |

Raun advances through the tunnel, getting ready to make her next move as Daina and Woki continue retching in the northern corridor.
Nnn'tkklik'l again drains lifeforce from the necromancer, but the witch is able to fight back for a time, reducing the amount of energy transferred through the collective. The necromancer suffers 8 damage and Grit gains 8.
Grit transforms into tigone form, ready to attack the necromancer. Gorkhan staggers into the room, waving his sword, but is unable to land a blow.
The necromancers eyes, rimmed with kohl, grow wide in fear as she is surrounded. Casting carefully, she weaves another spell. A rush of air heavy with ozone fills the room as a glowing portal opens next to the deadheart and she leaps through. The portal closes as quickly as it appeared.
You are alone only for a moment, however. Raun watches as the fourth wraith returns, sliding smoothly from the ceiling into the fog-choked central room.
Grit's tigone sends a mental warning at about the same time, along with the image of another shining portal. From this one steps a tall, broad-chested man with dark hair and a close-trimmed beard. A long sword is sheathed at his side.
The man stares for a moment at the growling tigone before walking to the obsidian statue and pressing something into the depression in its chest. A sapphire glow blooms in the things eyes as it rises.
The man turns.
"So, burglars. My master said you would come, here to destroy the clone of our mighty sorcerer-king," the man says, his voice deep but somehow hollow. "I do not think Dote Mal Payne cares if you succeed. Nor do I, particularly. But he does not mean for you to leave. In that I also agree."
With a gesture, he summons the obsidian statue to his side and draws his sword, the Seeker's blade.
You're up! Note, Woki is nauseated until the end of the next round. Daina is nauseated through the end of Round 8, when your haste expires.
~~~~~~~~oo~~~~~~~~
Illumination:Grit and Raun's crystals cast light in a 30-foot radius, double that for anyone with low-light vision. The cloud obscures your sight (even darkvision); You have a 20% miss chance with attacks on adjacent creature. Creatures farther away have total concealment (50% miss chance, and you can't use sight to locate the target).
Combat Round 7
Initiative Group 1: Grit, Däina, Nnn'tkklik'l, Raun, Woki, Gorkhan
Initiative Group 2: Sanet, statue, wraith
Necromancer Will save vs. collective: 1d20 + 8 - 1 - 2 ⇒ (17) + 8 - 1 - 2 = 22
Necromancer casting defensively: 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25

Raun |

Sounds like a dimension door. Interesting.
Raun sucks in a deep breath before pushing or pulling the door quickly out of her way. She growls at finding another one beyond it, but pushes her way past to get at the shadow lurking in the mist.
Blunder through doors and attack wraith. Fatigued (and thus no rage) for another 8 rounds. D'oh!
Earthbreaker: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 2d8 + 11 ⇒ (3, 6) + 11 = 20
Fort Save: 1d20 + 9 ⇒ (20) + 9 = 29
D'oh! why couldn't those have been the other way around :s

Gorkhan Trask |

Someone called Lord Sanet (sounds like a BBEG even if he's a minion of Dote whatever) _and_ an obsidian construct. While two of us are exhausted for the entire combat and two of us are nauseated for a couple of rounds. I'm tempted to see how far away an exhausted half-speed Gorkhan can get from this. At least Raun looks healthy and remains strong.
Gorkhan curses as the necromancer departs. He hears Raun growling, seeming to have returned to the clouded room from her earlier southward foray. The voice he hears in the distance gives him pause. <<What now?>>
5' step N (where the necromancer was), ready to attack, but otherwise nothing

Raun |

She's healthy, but is essentially at the same penalty as exhausted as far as her damage output is concerned (fatigued for 8 rounds, can't rage while fatigues = -2 str and without the +4 str from rage)
Ahh well, maybe we'll get to level again if we survive :p

DM Under a Dark Sun |

and of course in this combat you have used exhausted and nauseated conditions on us, two conditions i cannot remove until NEXT LEVEL
Come on now, you don't get the counter until after the boss battle :)
Could the Tigone act? Take an aoo?
Sanet appeared on the same side of the bridge as the construct, and neither has advanced near the tigone yet, so no AoO. You told the tigone to guard the door, so it won't do anything else (like move away to attack) until you give it a different command.
Also, for everyone, now might be a good time to review your equipment lists, as well as the group loot on the Campaign tab. You guys tend to overlook some of your resources ... even status effects are not insurmountable.

Woki |

Wand of lesser restoration will turn exhausted into fatigued, something I can deal with. Time to quickly lock some doors and recoop for a round or two.

Grit |

Always good advise. Might be best to all fall back to the necromancer workroom is, but I do not want Daina and Woki to have to go through that cloud again. Thoughts?

Grit |

Daina, you are out of the cloud, but you are also on the side of it with the big boss guy and the golem thing. You can see, can communicate telepathically, and can do a single move each round for now. What you gonna do?

DM Under a Dark Sun |

I'll give you a +2 bonus on your Fort save if you run in and out of the cloud in the same round, which is possible if you or Woki is willing to eat an AoO from the wraith. If you fail, your nausea will reset for another 1d4+1 rounds, but no ill effect if you make the save.
Also, Raun: You could have used Vital Strike on you attack, so go ahead and roll another 2d8 damage, or I can do it for you.

Grit |

I have to point out that no one has told Grit what has happened in the other room so he as no reason to call his Tigone...
Breathing hard in his exhausted condition, Grit in cat form takes a moment to heal himself.
Cure Light: 1d8 + 5 ⇒ (8) + 5 = 13
He then moves to the door to the north and inspects it, looking to see if it is locked or trapped.
Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Nnn'tkklik'l |

whoever has the Spirit Shield, maybe that wind can disperse the winds? the cold damage perhaps freeze the toxin in the air?
send the Shadow Urn wraith to fend off the one that attacks us?
Serpent Bracers could possibly see good use now...maybe.
as for what the kreen will do... once he is apprised of the situation, he will query his Warden spirit as to any tips on the Seeker, if the blade is recognized. Or perhaps the Warden has already seen what is going on via the collective link...
i dont know if the kreen can see the wraith in the cloud, but he certainly has no line of sight to the new enemies, so is unaware of both enemies or harm that has befallen anyone. So he could use some communication from the other PCs.
<<What now? Any clutch wounded?>>

Raun |

Lesser Restoration also takes 3 rounds to cast, don't believe the wand would change that either. Retreat still might be the best option. Getting Rid of Raun's fatigue would be awesome Woki.
Vital Strike: 2d8 ⇒ (4, 4) = 8
<<Other... shadow came... back>> Raun huffs over the mental link, a definite edge of strain to her mental voice.

DM Under a Dark Sun |

Grit: your tigone transmitted images of Sanet arriving and activating the construct, so you are aware of what it has seen. Let me know if you want it to do something other than guard the door.
Nnn: Safia had the spirit shield. Grit has the shadow urn and Woki has the serpent bracers.
Opening his mind to the Warden, Nnn'tkklik'l shares the images of Sanet and the construct with the spirit.
<<I do not recognize the man, although he bears the trappings of a warrior as well as a defiler. But the statue ... that blue stone ... the Seeker is trapped within! They are using her consciousness to power the obsidian warrior. We must release her!>>